>>52939174>>52940021>>52939209The truth isn't determined democratically. Doesn't matter how many hate hearing this.
The process of running back and forth to the Pokemon Center to heal is dull. It's not gameplay, it's tedium best removed from the experience, or sped up.
You're trading seconds of IRL life for a heal ingame. Would anything fundamentally vital to the core gameplay loop of finding and catching Pokemon and battling trainers be lost if this process was 6x faster? Would it do anything good for that loop if the process took 6x longer?
Would anything really change if there was a Key Item that healed you on the spot after being forced to wait for the time it would take for your player character to run back to the Pokemon Center?
Like a facebook game for wine aunts?
Could be argued that the choice to use a Pokemon center instead of a limited supply of healing items is an interesting choice, but that would be FUCKING WRONG, because enough grinding gives you infinite money.
Ever play Dark Souls?
The only Dark Souls game I've played so far respawns enemies if you run back to heal.
The player is punished for running back to heal. This turns running back to heal into a choice with trade offs.
Is it worth running back to heal, and re-doing this route again? Would you do better this time, know what to watch out for, improve as a player? It also ensures any moment where you take damage puts you closer to death and the need to retry. This adds tension to the combat. Makes you avoid damage. Speeds up the process of dying to restore your health and retry the challenge again, adds tension to that by making you lose something when you die.
No meaningful interesting choices are made when gameplay boils down to "mash A for a bit" or "backtrack to the pokemon center and backtrack back to where I was" and nothing is lost by speeding this process up.
Do you know what's gained when this process is sped up?
Time.